Parthian Shot
Trap Counter

Parthian Shot

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At the end of the Battle Phase: It becomes the End Phase of this turn.




 
 
AI Power Analysis
Board breaker / Going-secondConfidence: MediumEvaluated Oct 5, 2026
60± 5/ 100
Power Score
Intrinsic 54
Deck 59

Parthian Shot — Power Evaluation

Final Score: 60 ± 5 · Confidence: Medium

  • Intrinsic: 54 · Deck: 59 · Meta: provisional
  • Primary role: Board breaker / Going-second · Secondary: Utility

Why it scores here

Parthian Shot is a counter trap that forces the turn to skip directly to End Phase, denying the opponent Main Phase 2 and all post-Battle Phase interactions. Its power stems entirely from disruption rather than advantage generation—a one-card −1 trade that provides strong but narrowly-scoped control. The card has found consistent adoption in going-second control decks (Drytron 55.3%, 13 total archetypes) at 3-copy core, indicating solid meta recognition. However, zero combo evidence, no card advantage generation, and fragility to negation or destruction cap its overall power ceiling.

Axis scores

Axis Score Evidence
Accessibility 65 Counter trap activating at a fixed turn structure point with no searchability; requires prior-turn setup, but 38-deck inclusion confirms reliable findability in going-second shells (observed).
Combo & Conversion 5 Zero combos in evidence and no board-building capability—purely a stall effect with no card or board generation (verified).
Resource Economy 25 Straight −1 trade (trap consumed for phase skip) with no recursion, refuel, or advantage engine; pure resource cost (verified).
Effect & Interaction 75 Extremely strong disruption by forcing phase skip, completely denying Main Phase 2 and post-Battle Phase actions; very difficult to play around (observed: 89.5% in control/tempo decks).
Material Utility 0 Trap card with no material value, body, or synergy; becomes inert if removed before activation (verified).
Resilience & Flexibility 25 Single-use effect that can be negated or destroyed before triggering; activation locked to opponent's Battle Phase end; no recovery path if interrupted (inferred).
Deck-Building Efficiency 55 Runs as 3-copy core in 87% of observed decks with no searchability and mandatory prior-turn setup; moderate slot cost but consistent inclusion across 13 archetypes (observed).

Calculation

Weight profile: Board breaker / Going-second primary role. Intrinsic ≈ 54, Deck ≈ 59, Meta = provisional. Modifiers: Splashability bonus (1). Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Extremely strong disruption—forces complete phase skip, denying opponent all Main Phase 2 and post-Battle Phase actions.
  • Splashable as core tech across 13 distinct control archetypes, not limited to single home.
  • Clear activation condition with no fiddly timing or ruling ambiguities.
  • Consistent 3-copy inclusion in going-second control decks confirms meta recognition and reliability.

Weaknesses

  • No card advantage or resource generation—pure −1 trade with no return.
  • Cannot be used as material or generate value if removed before activation.
  • Activation window entirely dependent on opponent entering Battle Phase; dead in OTK/FTK or skipped-Battle-Phase scenarios.
  • Zero combo synergy—purely disruption with no board-building capability.

Counters / choke points

  • Negation effects (Solemn Judgment, Solemn Strike, Infinite Impermanence) can prevent activation.
  • Destruction effects (Cosmic Cyclone, Forbidden Droplet, Harpie's Feather Duster) remove it before trigger.
  • Turn-skipping or turn-structure manipulation effects may conflict with phase-skip mechanics.
  • First-turn kills or turn-winning strategies that conclude before Battle Phase render the trap irrelevant.

Best use

Going-second Battle Phase disruption and stall. Decks: Drytron, Cyber Angel, Infernoble Knight, Control and tempo archetypes. Suggested copies: 3.

Evidence & gaps

  • Verified: Counter trap that forces turn to skip from Battle Phase end directly to End Phase (card text).; Appears in 38 decks across 13 distinct archetypes with 3-copy standard (87% of sample).; Primary home is Drytron at 55.3% inclusion (21/38 decks).; Trap card mechanics: no searchability, requires prior-turn setup, no material value or level/attribute synergy.
  • Observed: 89.5% of decks (34/38) are classified as control/tempo gameplay, confirming going-second focus.; 2.79 average copies per deck signals high commitment to the disruptive effect.; All top deck partners are core Drytron cards, showing tight synergy in primary archetype.
  • Inferred: Extremely strong disruption by completely denying Main Phase 2 and all post-Battle Phase interactions.; Generic utility across control decks despite single-archetype dominance; portability across 13 homes suggests broad applicability to going-second shells.; Deckbuilding cost is moderate (3 slots, no tutoring, mandatory setup turn).; Fragility to negation/destruction and activation-window dependency creates situational dead-card risk.
  • Data gaps: No combos supplied—cannot verify if card appears in top-8 combo boards or assess actual board-building integration. No guides supplied—missing human strategic context on its role in control lines and synergy depth. No usage statistics (StatisticsCard)—archetype inclusion percentages inferred from 38-deck sample only, not historical trends. No banlist token—ban status assumed unlimited (3 copies allowed, no Forbidden/Limited restriction documented).











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